Mentor spirit/Forbidden Arcana
Contents
Dove
Forbidden Arcana, p. 94
- Similar
- Peace
- Magician
- +1 dice pool modifier for casting Health spells, +1 dice pool modifier to summon air spirits.
- Adept
- Enhanced Perception (1) for free.
- All
- +2 dice pool modifier for Negotiation tests.
- Disadvantages
- Dove discourages combat whenever possible. As such, those who follow Dove are at −2 dice pool modifier to cast Combat spells or when using lethal force.
The mentor spirit Dove is a messenger of peace and a mediator for harmony. Often, those who are found following Dove care so deeply that they are willing to endure harm for the safety of others. Doves seek to remain aware and in touch with the environment around her. She is in tune with her environment, and she prides herself on remaining aware in all circumstances. Encouraging purity and integrity, followers of Dove often have difficulty remaining true to their highest ideals, but Dove also represents gentleness and forgiveness, allowing those on her path to dust themselves off and try again.
Planar Entity
Forbidden Arcana, p. 95
- Similar
- None.
- Magician
- Determined by spirit type and gamemaster approval.
- Adept
- Determined by spirit type and gamemaster approval.
- All
- Determined by spirit type and gamemaster approval.
- Disadvantages
- Taking on an extraplanar entity into one’s soul is not without its drawbacks. Much of their mental ability is taken up keeping themselves from losing their identity as a result of their shared existence. Mages suffer a −2 dice pool penalty when making tests involving Willpower.
Taking Planar Entity as a mentor spirit is only available to Planar mages. The Planar mage must choose (with gamemaster permission) a free spirit or extraplanar entity to serve as a mentor spirit. The gamemaster determines what advantages the spirit brings to the pact with the player, but they should be complementary to the spirit’s influence. For example, a free fire spirit may grant +2 when casting fire-based spells, whereas a shedim may grant immunity to aging.
Arcana
Forbidden Arcana, p. 95
- Similar
- Gambler, Lady Luck
- Magician
- +1 dice pool modifier for casting Detection spells, an additional +2 dice pool modifier to cast Clairvoyance spells.
- Adept
- Danger Sense (2) for free.
- All
- Once per day, when making a decision or test influenced by a Tarot reading/card, may re-roll misses as if they had used Edge.
- Disadvantages
- Followers of the Arcana must use Tarot decks or individual cards as foci and fetishes, or else take −2 when attempting to use them. The Tarot Arcana plays such a major part in the lives of its adherents that when a follower of Arcana becomes a grade 1 initiate, they must choose centering or adept centering for their first benefit, with the cards of Tarot being the focus of their centering.
Arcana is not a traditional mentor spirit as such, but an interaction that its followers describe as an intimacy with the Tarot. Followers of the Arcana place their decisions and fates in the hands of the cards, as they believe that their destiny can be found there, along with great power. While the traditional mentor relationship isn’t present, the influence of the Arcana is felt in more tangible ways. Those under the sway of Arcana are not just seers or fortune tellers, but believers in the will of magic itself. Of course, the will of the Tarot is always open to interpretation, and so adherents are not monolithic in their belief or practice. For its part, while Arcana might not speak with words, the cards are always present for guidance.
Holy Text
Forbidden Arcana, p. 95
- Similar
- Vedas, Dhammapada, Torah, Bible, Qur’an, Book of Mormon
- Magician
- +2 dice pool modifier when casting Health spells or using the Banishing skill (choose one).
- Adept
- Empathic Healing (1) or Mystic Armor (1) for free (choose one).
- All
- Gain +4 ranks of (Choose Holy Text) Knowledge Skill.
- Disadvantages
- Having a Holy Text means that some actions will be considered illicit or counter to the teachings of the text. When a follower of a Holy Text wishes to take an action that is contrary to the teaching of the text (whatever that text is), they must pass a Charisma + Willpower (4) Test to take the action.
Throughout history, the faithful of myriad faiths have claimed that their particular sacred scriptures spoke to them. For some, this guidance may come in the form of the words themselves, but for others, it is a more mystical experience where the text comes alive. Those who follow these texts have a solitary commitment to the values and insights they glean from them, and as such, there is nothing in this world that can shake their confidence or commitment to them. While the texts are all different, the discipline used in reading, understanding, and practicing their words is common.
Death
Forbidden Arcana, p. 96
- Similar
- Hades, Osiris, Hel, Dis Pater, Grim Reaper, Mannanan, Sheol
- Magician
- +2 dice pool modifier when casting the spells Death Touch, Manaball, Manabolt, One Less, Slaughter, Slay.
- Adept
- Killing Hands (1) or Plague Cloud for free (choose one).
- All
- +4 ranks of the Knowledge Skill Anatomy, Disease, Infected, or Undead (choose one).
- Disadvantages
- While followers of Death understand more than many how the body works, they are loathe to heal it, as they see the process of death and dying as the most sacred of events. In order for a follower of Death to attempt to help someone who is dying or injured, they must first pass a Charisma + Willpower (3) Test.
Every belief system deals with Death. Either they worship it as a god, or their god fights against it. But it is present. Those who take Death on as a mentor spirit are not necessarily evil (although there are those), but they would suggest they see the world for what it truly is. Temporary. Those who follow Death are not bothered by the final destination of the living, but rather they celebrate it and spend their time alive preparing for the inevitable. Along with the fixation on the un-living comes a knowledge of and fascination with those subjects that are traditionally taboo in most societies: undead, necromancy, corpses, and disease. These aren’t the focus of death followers, but they are well-versed in them, as they have all been touched by their master’s cold embrace.
War
Forbidden Arcana, p. 97
- Similar
- Ares, Mixcoatl, Chi You, Woden, Indra, Mars
- Magician
- +2 dice pool modifier when casting Combat spells, preparations, and rituals.
- Adept
- Critical Strike (1) for free.
- All
- After character creation, may purchase combat skills at rank 3 or higher for 1 less Karma.
- Disadvantages
- There is a distinct difference between noble combat, fighting when one has to, and winning at all costs. War is about the latter. As a result, those who follow War fear losing more than they fear anything or anyone else. If it looks as if they are going to lose a battle, those with the War mentor must pass a Charisma + Willpower (4) Test, or else use all means necessary— including the lives, nuyen, and honor of their teammates—to overcome their adversary.
Some have said war is hell. Others have said war is all there is. One thing is certain, however. War is inevitable. Since the first time one tribe fought another, there has been war, and there always will be. That is why gods of war have always been present in every pantheon. That is why the world’s nations and megacorporations still pay homage to War through military industrial complexes, R&D departments, troop deployments, flag-waving civil religion, and honoring the military above all else, regardless of right or wrong. The Worship of War is alive and well, and as War’s followers know, there is always more that can be taught to those willing to listen and act. War can’t be considered “good,” but not truly evil either. War is inherently selfish, using violence as a means to get what one wants, although sometimes what one wants is violence for its own sake. Either suits War just fine.
Tohu Wa-Bohu
Forbidden Arcana, p. 97
- Similar
- Tiamat, Yam, Abyss
- Magician
- Gain the Witness My Hate quality for free.
- Adept
- Accident for free.
- All
- +2 dice pool modifier for Intimidation or Demolitions tests (choose one).
- Disadvantages
- Followers of Tohu Wa-Bohu can be difficult to work with, as they don’t like goals, which seem to them like building instead of tearing down. Followers gain the Driven quality, in which the focus is the opportunity to destroy something meaningful. Further, they find it hard to work in groups given their destructive nature. They can never benefit from teamwork or leadership bonuses.
In the beginning, there was only chaos. A vast, swirling morass of emptiness without form or function. Sources vary about what comes next, (the Big Bang, YHWH, Marduk, aliens) but Tohu Wa-Bohu is the name given to the nameless IT that preceded the more-or-less ordered universe we have now. Tohu Wa-Bohu is no devil, demiurge, or force of evil. Neither is it a trickster, prankster, or simple force of chaos out to mix things up. Rather, it is the primal force of entropy that seeks to break down all life, all structure, all elements back into the chaotic dark from whence the universe emerged. Followers of Tohu Wa-Bohu do not seek to rule the world, nor do they seek to correct it. They seek its end. Whether they want it now, or after they have had their fun, is up for debate, as followers of Tohu Wa-Bohu live to see every form of order brought low and for everything reasonable to be tossed into disarray.
Green Man
Forbidden Arcana, p. 98
- Similar
- Tree, Viridios
- Magician
- +2 dice pool modifier to summon Plant Spirits.
- Adept
- Rooting (2) for free.
- All
- +2 dice pool modifier for Negotiation Tests.
- Disadvantages
- Followers of the Green Man value Earth’s flora above almost anything else. As such, they will not stand idly by while plant life is wantonly destroyed. That isn’t to say that every follower must avenge every broken branch, but when significant damage is being done to vegetation, they must pass a Charisma + Willpower (3) Test or use all means possible to stop the destruction.
The Green Man mentor spirit, not to be confused with the green man extraplanar spirit, is a totem of the natural life and death cycles of plants. Green Man is that life-giving and nurturing aspect of nature, and the embodiment of it. While most consider vegetation to be passive, there is rather a wild element to the growth and death gathered together in plant life. While other, more particular totems like Oak and Great Mother are also nature spirits, Green Man is solely focused on plant life in all of its diversity and breadth.
Sun
Forbidden Arcana, p. 98
- Similar
- Apollo, Ra, Doumu, Sol, Aryaman
- Magician
- +2 dice pool modifier when casting Sun- or Fire-based spells.
- Adept
- Temperature Tolerance (3, heat only) for free.
- All
- +2 dice pool modifier for Perception tests when outside during the day.
- Disadvantages
- Followers of Sun must pass a Charisma + Willpower (4) Test in order to purposefully deceive others.
Sun is the life giver of the world. Sun loves to shine on and give warmth to everyone. On the other hand, it does not trust those who do their deeds where Sun cannot see them. Similar to fire, the Sun can be a force for life through heat, light, and life, but can also be a force for great destruction if not respected. Those who follow Sun value honor, honesty, and integrity. As a result, shadowrunners who follow Sun are a rare sort indeed, often falling into groups of like-minded individuals. Sun is among the most likely mentors to strip powers away from wayward shamans, so those who follow it should be on their guard against giving offense.
Dark King
Forbidden Arcana, p. 98
- Magician
- +2 dice to Contractual Rituals.
- Adept
- Spirit Ram for free.
- All
- +2 dice to Intimidation tests.
- Disadvantages
- The odd connection followers have to the Dark King makes pain and dying much more significant. It’s as if the Dark King wants his followers to join his court soon and tell him of their collected secrets. Followers receive a −1 dice pool penalty when resisting physical damage.
Most know him as the keeper of the dead with a kingdom in the underworld. Followers of the Dark King know him as the keeper of many secrets, as “taking it to the grave” doesn’t apply to him. Followers are business suits who deal with secrets. Some are simple blackmailers or insider traders; others are more mystical, looking to negotiate with spirits for more esoteric knowledge. Unfortunately for some, the cost is at times no object.
Moon
Forbidden Arcana, p. 98
- Magician
- +2 dice for Illusion and transformation focused Manipulation spells, preparations, and spell rituals.
- Adept
- Stillness (3) for free.
- All
- +2 dice to Negotiation tests.
- Disadvantages
- Followers of Moon must make a Charisma + Willpower (4) Test in order to engage in direct confrontation; failure means they cannot make any action considered as such. Negotiation is not considered confrontation (Moon loves discussion), but arguments fall into that category.
Moon is changeable and secretive. She sees much from her high vantage point and keeps many secrets hidden from prying eyes under the veil of night. Moon is also a transformer, ever changing and unknowable. Followers of Moon are not aggressive, taking the subtler approach with any mission. They prefer to keep a low profile and act through subterfuge.
Oak
Forbidden Arcana, p. 99
- Magician
- +2 dice pool bonus when summoning plant or air spirits (choose 1 when selecting this mentor spirit).
- Adept
- Stillness (2) for free.
- All
- +1 to Damage Resistance tests.
- Disadvantages
- Must have a natural (meaning unaugmented) Body and Strength of 4 or greater to select this mentor spirit
Followers of Oak are stalwart and silent. They listen to the world around them and calculate their next action. A follower may be slow to act, but when they make their move, they do it with conviction. He protects others, shielding small plants and moss from the elements. Strong shields, buildings, and ships are made from Oak. Followers protect anyone they have agreed to defend steadfastly, even unto death.
Stag
Forbidden Arcana, p. 99
- Magician
- +2 to summoning earth spirits.
- Adept
- Light Body (2) for free.
- All
- +2 to Blades tests.
- Disadvantages
- Followers of the Stag demand respect, especially to those they give it to. Once disrespected, they must succeed in a Charisma + Willpower (3) Test, or they will deman satisfaction against the slight.
Stag is noble and swift, a spirit of life and death. Stag represents the timeless cycle of birth, death, and rebirth that encompasses all living things. Followers of the Stag live life to the fullest and do not forget slights to their dignity. Vengeance in the form of duels or single combat is quite common.
Great Mother
Forbidden Arcana, p. 99
- Magician
- +2 for health spells, preparations, and spell rituals.
- Adept
- Empathic Healing for free.
- All
- When not in an urban area, gain +1 to any skill test with skills in the Outdoors skill group.
- Disadvantages
- Treat any background count due to pollution or twisted element as twice the actual rating.
The Great Mother is the embodiment of life-giving nature, giving her bounty freely to all who need it. Those who mistake her generosity for weakness are asking for trouble. Like any mother, she fights to the death to protect her children. Followers of the Great Mother are healers, both of the body and the spirit; they cannot refuse aid to anyone who needs it. Strict followers have a very stringent moral code. They must fight against the forces of corruption, whether environmental, social, political, or magical.
Globalization and Mentors
Forbidden Arcana, p. 99
One of the fastest growing fields of study at magical universities is the comparative study of indigenous spirits. After the initial shock of the Awakening, much ink has been spilled observing how spirits from one region differ from their counterparts in other countries or cultures. One type of spirit in particular has been more difficult to observe, however. Mentor spirits have proven challenging to compare as they are not directly observable, but subsequent interviews with followers of these spirits have yielded surprising results.
One example is the mentor spirit Raven. Present in nearly all cultures (and having followers in most of them), Raven nonetheless presents itself differently in each of these cultures. The differences between followers of Raven in the Pacific Northwest compared to those in Northern Europe, for example, have been extensively noted. As such, the scholarly consensus has been that the totem Raven in one place is not the same spirit as Raven in another. The totem Spider is another such example. What is recently being studied, however, is how these totem manifestations are similar to each other. This line of inquiry has led a few researchers to hypothesize that these totems are not actually different entities, but the same entity condescending to interact with their followers in ways that they expect. Thus, when the followers of Raven from different cultures began corresponding, they concluded the actual spirit Raven (if there is such a thing) must be something more than the individual expressions in each culture. See discussion on Raven (alt) in the recent Book of The Lost upload for an example. Expect to see more of these alternate or “globalized” mentor spirits as the study of these spirits continues.
Spider (alt)
Forbidden Arcana, p. 100
- Similar
- Grandfather Spider, Anansi, Iktomi
- Magician
- +2 dice pool modifier when casting Manipulation spells, preparations, and rituals.
- Adept
- Spirit Claw (2) for free (although it manifests as a fang).
- All
- +2 dice pool modifier for tests using the Stealth skill group.
- Disadvantages
- Spider followers, like their mentor, become anxious when events happen beyond their control. As such, they go to great lengths to limit the randomness of their encounters. When not following a plan or a plan doesn’t go according to plan, followers of Spider must pass a Charisma + Willpower (4) Test or suffer −2 to all rolls until a new plan is established.
Spider is one of the more feared and despised totems in the Sixth World. The threat posed by insect spirits is never far from the world’s consciousness, and most metahumans still group spiders together with insects (although they are arachnids, scientifically speaking). But the fear of spiders goes deeper than that. Metahumanity has an almost biological fear or spiders, and for good evolutionary reasons, but that isn’t all Spider is. As many cultures know, Spider is not just one thing. Also known as Anansi, Iktomi, or Grandfather Spider, this totem has adapted quite well to the Sixth World. In regions across the globe, Spider presents as a trickster, schemer, and hunter. Followers of Spider embody all of these traits and see Spider not as a boogeyman, but as a wise and powerful patron.
Wolf (alt)
Forbidden Arcana, p. 100
- Similar
- Hyena, Vulture
- Magician
- +1 dice pool modifier when casting Combat spells, preparations, and rituals.
- Adept
- Danger Sense (2) for free.
- All
- +1 dice pool modifier for tests using the Sneaking, Perception, Survival, and Tracking skills.
- Disadvantages
- Wolf is not honorable. Wolf is a survivor and preys on the weak. Whenever a follower of Wolf sees an opportunity to survive by attacking or sacrificing the weak, they must pass a Charisma + Willpower (4) Test or attempt to seize the opportunity. This does not apply to those the Wolf considers friends or family.
While Wolf can often be a positive totem in Native American cultures, for most of the world and its mythologies, wolves have been nothing but trouble. Whether among the Germanic peoples, Indic, Finnic, Christian, Islamic, or Middle-Eastern, or in folk and fairy tales, wolves are often the hunter and enemy of the civilized world. That is not to say they’re evil, but certainly hostile and predatory on those too weak to defend themselves.
Rat (alt)
Forbidden Arcana, p. 100
- Magician
- +1 dice pool modifier when casting Health spells, preparations, and rituals.
- Adept
- Analytics (1) for free.
- All
- +1 dice pool modifier for tests using the Perception and Sneaking skills.
- Disadvantages
- Rat is a loner by nature. As such, it is sometimes hard to trust others. Combined with Rat’s intolerance for incompetence, this could lead to problems in a team environment. Followers of Rat cannot receive aid or aid others with a Teamwork test unless they trust the individuals they are teaming with. Further, if they do trust the individuals, but that trust is broken through incompetence or betrayal, they must pass a Charisma + Willpower (4) Test to be able to use teamwork with that individual each time in the future.
Contrary to the way that Westerners understand rats to be dirty, disease-ridden filth that exist within the cracks of society, Chinese culture has a much more positive understanding of the totem Rat. As the first animal of the Chinese zodiac, Rat occupies a place of prominence, with none of the negatives typically associated with dirty rodents. Rather, rats are seen as bringing vitality and intelligence. Rat encourages creative problem-solving and alertness to potential threats. A life of following Rat can lead to tremendous fortune.